Research
The park grows one invention at a time—patience is your greatest blueprint.
Research is the time-based item-unlock system at the heart of every RollerCoaster Tycoon scenario. From the moment you take over a park, your construction options are deliberately limited; as in-game minutes tick by, new rides, scenery sets, and vehicle types gradually enter your available catalogue. This slow drip of novelty is the engine that keeps a player building, reimagining, and expanding throughout a session rather than dumping every asset on day one.
The system is visible to the player at all times through the Ride Construction window, where a queue of upcoming items is displayed alongside what is already available. In the scenario editor, designers curate which items enter the research pool and how quickly they surface, making Research a primary tool for pacing, difficulty, and thematic storytelling across the franchise's scenarios.
- Type
- Core game mechanic (item-unlock / progression)
- First appears
- RollerCoaster Tycoon (1999)
- Item categories
- Rides, Scenery, Vehicles
- Player visibility
- Research queue shown in the Ride Construction window
- Speed options (RCT2)
- Normal and Fast
- Scenario editor control
- Designer selects the research pool and starting availability
Lore & Background
In the RollerCoaster Tycoon world, no park manager simply walks into a warehouse and grabs every track piece they want. The in-game logic mirrors a real-world R&D pipeline: engineering teams are testing, licensing deals are being negotiated, and safety certifications are being filed. The research queue is the player's window into that pipeline, a rolling list of what the park's development team has on the drawing board next.
This design choice shapes the emotional rhythm of every scenario. Early-game parks feel scrappy and limited; a single wooden coaster and a handful of hedges define the landscape. As the research clock ticks, the park transforms. A spinning ride appears, then a water ride, then an exotic coaster with a vehicle the player has never seen. The sense of discovery—of a park that is literally being invented in front of you—is one of the franchise's most celebrated feelings.
For scenario designers, Research is a narrative instrument. A scenario set in a 1950s seaside town might hold back modern coasters for many minutes, letting the player build a nostalgic park before the future arrives. A 'survival' scenario might flood the queue with high-thrill rides early, rewarding bold builders while punishing those who play it safe. The same mechanic, tuned differently, tells entirely different stories.
In Their Own Story
The fluorescent lights of the planning office hum. You tap the glass of the Ride Construction window, watching the little queue scroll: a spinning teacup ride, a set of Victorian lamp-posts, a new steel coaster vehicle with a swooping front car. None of them exist in your park yet. Outside, the 1987 layout creaks in the wind—two wooden coasters, a carousel, a food stall with a queue of three. You sketch on a napkin. In four minutes, the teacups arrive. In eight, the lamps. In twelve, the steel. You will need every one of them before the investors' audit, and the queue is only showing you the next five. You smile, pour another coffee, and wait for the future to roll in.
Reader's Guide
Research operates on a simple timer. At Normal speed (the default in both RCT1 and RCT2), a new item from the scenario's curated pool enters your available catalogue every 10 seconds of in-game time at 1× speed. In RCT2, switching to Fast research halves that interval, so items arrive roughly every 5 seconds. The queue you see in the Ride Construction window displays the next several items in order; once the last item in the pool has been unlocked, the queue simply stops.
Research items fall into three buckets: Rides (which include their track pieces and a default vehicle), Scenery (themed sets, fences, trees), and Vehicles (alternative cars that can be swapped onto compatible ride types). A ride and its vehicles are separate queue entries, so you may unlock a coaster type before its flashy new vehicle arrives.
Practical strategy: always check the queue before committing to a layout. If a high-capacity ride is three items away, design your land and pathways to accommodate it now rather than bulldozing later. In survival scenarios, front-load your investment in rides that are already available—each minute of research time is a minute you are not collecting revenue. In sandbox or free-build scenarios, you can ignore the queue entirely and build in any order, but the queue still determines what you *can* build, so a patient wait for that one missing coaster type is often worth more than a dozen cheap flat rides.
In the scenario editor, the research pool is fully editable. You can remove items, reorder them, or mark specific items as available from the start. This is how designers create the 'slow reveal' pacing that makes a scenario feel like a story rather than a spreadsheet.
Did You Know?
- The research queue is visible to the player at all times in the Ride Construction window, so experienced builders routinely plan their park layout around items that are still minutes away from unlocking.
- In RollerCoaster Tycoon 2, the scenario editor lets designers mark individual items as 'available from the start,' effectively removing them from the research queue and changing the entire pacing of a scenario.
- Vehicles are separate research entries from their parent ride type, meaning a park can have a coaster running on its basic car for several minutes before a more exotic vehicle unlocks.
- The same underlying research system powers both RCT1 and RCT2, but RCT2 added the Fast speed option and expanded the item categories, giving designers finer control over unlock pacing.
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